Pios are 200 because they've got better guns and extra LOS.
If you took their buffed guns away and gave them normal infantry LOS, they probably wouldn't be worth 200.
IMO it works fine at the beginning of the game. Late game, with more tanks around to repair, they seem too expensive. Repair bunker should be allowed imo.
*sorry to reply like this but some glitch does not let my use reply option
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If those more expensive units also do and take a lot more damage for that price, their longer repair time is justified.
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And their time is longer as they have more healthpoints. We agree here. But if your opponent pays less for the repairing unit, and gets many more repair options imbalance is created, which leads to shorter periods of tank support on one side. The more tanks on the field, the greater the difference.
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cheaper units tend to have less impact in dealing less damage or take less damage or both, thus having the need to have more then one. so their repair time is justly shorter.
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The regeneration speed of vehicles' helthpoints is the same. If a vehicle has more of them it will take longer to repair and it is ok. What is not ok is that USF, for example, will replenish healthpoints much more quickly using crews and echelons together, for example.
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axis doctrinal heavies tend do deal more damage then allied doctrinal heavies for the most part. allied doctrinal heavies can take more punishment or are cheaper with simaler durability but worse dps.
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But this is balanced by their price. Repair speeds have nothing to do with that. Initially, allied tanks were inferior and this was offset by the crews or some more repair options. Now tanks are to a large extend similar, a bit different assymetricall, but repair speeds have been adjusted only a bit.
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no you dragged merge in there as part of CE durabilty. you forget that ost can reinforce and heal anywhere on the field. cmmd bunker, medic bunker, and halftrack for both, medic ability on most of their inf. placing these in the right spot will allow your pio,s to be fully manned and healed and repair at full strength as well. merge only brings the models back to up to 4. carrying over the hp of the cons at that time.
this is another case of selectively choosing stuff.
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It is really hard to discuss things as You keep mixing so many issues together. I agree that the game is about lots of interleaving units and abilities and timings and costs etc, but it is just impossible to throw so many things into a discussion about heavy tanks. I will try to reply, though.
Ost cannot reinforce anywhere on the field unless you pay for it and, because of it, will have fewer squads on the field - very risky if you are playing against smb your level as such static positions are easily countered. Even when you pay for reinforcement structure/unit you still have to pay for reinforcing. You also have to add the cost of healing or resign from it when far away from the base. Generally, a merge is a much better solution as you get it for free and works everywhere on the map. I gave you an example with reinforcing engineers by conscripts and not needing to retreat before you repair with full speed. Not much to add, really. If you don't understand it I connot do much. To sum up, repairing for soviets is simply cheaper (CE cost) and faster (doctrines). It affects all tanks, not only heavies. USF repair speeds are the fastest and UKF can also get very effective engineers plus abilities similar to SOV. IMO it should be addressed by adjustments to the cost of CE and pios or by allowing ostheer some other repair option - I'd go for stock coh1 repair bunker (150manpower+50 munitions upgrade)
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cons do pay less for a single model because a single model is worse then other single models in dps terms. only the fact that they are 6 men lets them do anything outside their side tech (wich is exclusivly for them) or doctrines. cons are supposed to take a beating. but that comes with a lot of models dying, they will drop enemy models less quickely then axis drop them. you know having actual nades and ai upgrades will do that. The higher dps of axis will drop 25% per model indeed but for that model to drop its not unlikely that 2 cons will drop at the same time.
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What you wrote is just so wrong. Basically You should try and play ostheer. Really - you will see from other Soviet players how useful cons can be with sandbags, tripflares, hoorah, molotovs, at nades, and 7 men. You seem to be totally missing all their strengths (including the strength of a molotov's ability to deny cover, etc.) To the topic - heavy tank play largely depends on their ability to regain hp. It is much easier to regain healhpoints for allies. We shouldn't toy with heavy tanks stats, but first make sure that factions have similar (cost/effectiveness) methods of repairing such tanks. To begin with, I'd add a repair bunker for ost.
Pio,s cant build sandbags?....
Next to ap rounds ost tellers do excist. Ost lv,s or not of the same caliber as allied lv, s are, that is why they get great ap rounds and such strong at mines and no tech faust on grens.
Rifles and echelon cant build sanbags as well. They get other thing to cover for that. Rifles only do buildsandbags in doctrines.
I don't understand your post and what it refers to. Piso can build sandbags and everybody probably knows that tbh. The comment I reffered to is about mg42. IMO it is balanced by weaker 4 men mainline infantry from ostheer and less armour on their light vehicles. Against ostheer, allied mgs work fine imo. The fact that no mainline ostheer infantry can build sandbags helps here as mgs used against green cover don't work that well. Grens or panzergrens can't protect themselves like volks or cons while capping points, for example, which helps allied mgs to deal with them. I can understand that the story may look differently when playing against okw, but their mg34 seems similar to allied mgs and comes later than ostheer's.
The Ost comparison was made specifically to jusify Allied HMGs (DsHK, .50) having worse AP rounds on their more expensive HMGs
What Ost have to face and have has been directly compared to what the USF/Soviets have and have to face.
The Mg42 doesn't need it removing, the MGs just need a little bringing in line. A 7.92x57 should not be better at shredding trucks than a .50 BMG or 12.7x108
Well, being on receiving end it might seem so. Yet, one must remember that the game is assymetrical. Allied mgs deal more than adequately with ostheer 4 men infantry that can't build sandbags, and really voulnerable ostheer light vehicles that often get seriously damaged even without ap rounds. The only problem might be OKW with luchs, but they don't have access to mg42s. So it seems fair to me.
Looks quite good. I would consider replacing the Officer squad with a late game AT strafe ability though (rocket strafe or simply Stuka CAS), as the commander lacks late game power. Early and mid game would be quite powerful with AT rifles and sandbags for Grens, as well as the weapon drop to skip T2, so I don't think the commander needs an AI squad call-in. It'd probably also be a bit confusing with the Artillery Officer since they'd have to use the same model.
No Panzerbüchsen please. There would be almost no reason to equip them as Wehrmacht.
If you equip panzerbushe onto pios it will be great. A sweeper pio supporting a tank plus helping fend off other vehicles is a powerful mixture. There are many more ways to use them imo.
That would probably be the most useless Ostheer commander.
If you equip panzerbushe onto pios it will be great. A sweeper pio supporting a tank plus helping fend off other vehicles is a powerful mixture. There are many more ways to use them imo.